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GUILTY GEAR STRIVE

Guilty Gear creator Daisuke Ishiwatari talks to Oscar Taylor-Kent about taking fighting games back Strive to the dojo with Strive

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How the colourful fighter is getting ready to rock.

For fighting game fans, Arc System Works needs no introducti­on. Its core series, Guilty Gear and Blazblue (which started on PS1 and PS3 respective­ly), have dominated fighting game tournament­s like EVO for years now. On top of that the studio’s produced some impressive franchise-led efforts in the shapes of Persona 4 Arena, Dragon Ball FighterZ, and Granblue Fantasy Versus. Now with Guilty Gear Strive (the “iv” in the title is meant to denote the fourth true iteration of the series) the fighting game studio is taking the genre right back to the drawing board.

“Over Guilty Gear’s 20-year history, the focus was to make each update more exciting and impactful than the last,” says Daisuke Ishiwatari, the series’ creator and chief creative officer on Guilty Gear Strive. “We tried to tone it down somewhat with Guilty Gear Xrd, but it didn’t address the main issue with the series – the gap in ability between veteran players and those new to the franchise.”

Arc’s games are known for being fast-paced and technical, with a high skill ceiling, all bright lights and clashing colours that require twitchy reflexes to master. But over the years it’s been working to make fighters friendlier by including more in-depth tutorials and new modes that assist with combos without taking away too much control.

“The fighting game genre is competitiv­e by nature and demands a high level of technique and execution of players, so there should be a clear difference between strong players and

“THE FIGHTING GAME GENRE[…] DEMANDS A HIGH LEVEL OF TECHNIQUE.”

those just starting out,” says Ishiwatari on the difficulty of balancing the two sides of the spectrum. “The problem was that the ability gap between series veterans and beginners was still too large, even though Guilty Gear Xrd was intended to be a brand-new title. [One thing] we are doing now is taking a hard look at a number of things in order to establish a new baseline for long-time players and newcomers to start from.”

PUTTING ON A SHOW

With Strive, Guilty Gear is undergoing a big mechanical overhaul to address its complex nature. “The goal is not to simplify complex mechanics or make the game easier. To excel, players will still need to develop advanced skills and an in-depth understand­ing of the game,” says Ishiwatari. “Our games have the reputation of being hard to understand from the very beginning.” From the demo that’s been showcased at a few fighting game tournament­s, it’s clear that while a lot of changes have been made, characters still have many of the moves you’ll be used to.

Rather than becoming more basic, Strive is designed so it’s easier to understand what types of good plays you should make. It’s easier to follow. But the core system remains the same: you string together combos of

“IT’S EASIER TO FOLLOW, BUT THE CORE SYSTEM REMAINS THE SAME.”

“I THINK THAT[…] PLAYERS OF ANY LEVEL WILL BE ABLE TO ENJOY THE GAME.”

punches, kicks, slashes, and hard slashes (it’s a four-button fighter, so great on a standard controller). Those moves are in order of strength; hard slashes have more of a wind-up, and you can combo upwards through those moves. Timing is less important than in, say, Street Fighter – just mash out buttons up the scale, and like jamming on a scale on a guitar you’ll get your moves out. Dust attacks on u are launch moves, and ducking while you do it now gives you the option to sweep attack to knock your opponent off their feet. The combat’s always been fairly simple to follow when you break it down, but the way Strive is presented ensures it all clicks into place more quickly for new players.

Guilty Gear is well known for being gorgeous – like 2D animation come to life in three dimensions (while remaining on a 2D plane – the camera pans around characters at key moments to reveal the depth). But with so many flashy effects and long combos new players could find it intimidati­ng to grasp. “The major focus for this title is to make a game that even casual spectators can easily understand what is happening on screen,” says Ishiwatari. “I think that if people can clearly grasp what needs to be done in order to win a round, players of any level will be able to enjoy the game even if the core mechanics appear difficult.” That said, you still have to put in practice to be able to eke all you can from a character’s moveset. “We are working on making it an entirely new experience for all players,” says Ishiwatari. “However, we intend to make it such that players can still feel elements distinctiv­e to Guilty Gear, such as

Two-on-one isn’t cheating if you use ninjutsu to create shadow clones of yourself. freedom and the ability to express their individual­ity through the game.”

RISC VERSUS REWARD

These days, watching the game and being able to understand it isn’t just important for the players. As eSports becomes bigger, developers have to consider spectators too. “We think that will be required for all fighting games moving forward. Some software has been developed to make watching matches more enjoyable on stream and it’s essential that game content matches those efforts, which is something we’ve kept in mind while developing Guilty Gear Strive,” says Ishiwatari. From that point, if a viewer can understand the flow of the game, they might be more encouraged to pick up a pad for themselves.

While Strive is aiming to be more approachab­le, that doesn’t mean it’s being pared down. If anything, it has some more tense back-and-forths than before, with tweaks to the system that force you to focus on countering opponents with your offence rather than running scared. The new RISC system is one way players are pushed forward, with blocks gradually

losing effectiven­ess the more hits you take, meaning you always have to be aware of potential openings.

SWITCHING GEARS

The series’ first foray into stage transition­s is another way the team are trying to encourage more of that back-and-forth for all players. “In most fighting games, trapping your opponent at the edge of the screen gives you a huge advantage, and one of the most exciting parts of the match is for attacking players to come out with the best result in this moment,” shares Ishiwatari. “However, I feel that there is a huge difference between getting a good

“KNOCK YOUR OPPONENT BACK AND THE CAMERA FOLLOWS THE ACTION .”

combo in and just endlessly trapping someone in the corner. In previous editions of Guilty Gear, there were times when the player on defence had no options. One of the goals for the new title is to break those kinds of deadlocks faster while preserving the concepts of superior execution and challengin­g gameplay.”

The stage transition­s are part of the way Strive is evolving Guilty Gear visually too. Knock your opponent back and the camera zooms in, spins around, and follows the action. The series has gone from having some of the best pixel art around on PS1 and PS2 to 3D animein-motion style in Xrd. “[In Xrd] the focus was to recreate the feeling and visual impact of Japanese anime,” says Ishiwatari. “For Guilty Gear Strive, we’ve implemente­d new camera movements not present in the previous version. We’ve also added visual weight to all the characters so they appear more substantia­l on the screen and expanded the background­s to allow the camera more freedom of movement.” There’s more of a sense of impact than the sometimes floaty last game had (though many of the characters still dash around at high speed). Pull off a good counter and the camera will zoom in to highlight the clash, while a special move will see it come close to a character, showing off all the detail in their faces.

The rockin’ song that introduced the new game was Smell Of The Game (hear it for yourself at bit.ly/opmstrive). Heavy guitar sounds have always gone hand-in-hand with the series. It’s just a part of its nature. That energy is now carrying through everything. “What we were aiming for by creating this song was to describe the wild atmosphere of the series,” says Ishiwatari, “[the] excitement of a beginning of a new world, and [to] set our mind not to lose the essential qualities of the game.” We look forward to seeing what the new Guilty Gear brings, and we’re sure other fighting games should be taking note. That’s nothing to feel guilty about.

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If Sol Badguy’s got balls, then Faust isn’t afraid to whack them with his hefty baseball bat.
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Faust can give his enemies truly discotasti­c big hair. To what end? Your guess is as good as ours.
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When we were told Axl was in a chain gang this wasn’t what we had in mind.
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Zoom-ins when using special moves reveal the extremely detailed character designs.
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Potemkin only fights when he has to, but the story makes it clear he has his orders.
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The anchor isn’t the only thing to watch out for; May’s regular punches are iron too.
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